Okay, so I finally made it through to the end. Just a few more comments to add to the pile:
--There seems to be some strange graphical issue going on with several weapon shot effects. There are thin bands of color around the edges of the "rectangle" that comprises the weapon effect, as if there's something wrong with the transparency. I'm not sure if that's a general graphical bug or a problem with your media, though.
--To add to what I said earlier about the lack of command briefings and debriefings, the briefings that are there are so short and insubstantial that they do little to nothing to add to the plot. One in particular I remember had a sentence that essentially said, "Whoops, everyone died." No hint of remorse, no description of the consequences to the war effort, nothing. As it stands, there's very little actual story going on over the course of the campaign, not to mention the issues with character development.
--There were several occasions on which a friendly or enemy capital ship was set invulnerable when its hull integrity dropped too low, and they all managed to stick out like sore thumbs. It's one thing to use that trick with wingmen, but when you have a capital ship in your escort list getting pummeled with enemy fire yet holding stubbornly at 1% hull...there's something wrong there. On a related note, some of the missions had capital ships using direct "attack" orders on each other, which is kind of a big no-no since it turns them into baseball-bats-o'-doom.
--Again, there are way too many capital ships in most of these missions, to the point where immersion becomes completely broken. Eight enemy destroyers in one location? How could anyone logistically field that sort of a fleet?
--On a related note, with the large numbers of enemy fighters you have to face, I feel like the missile bank sizes are substantially too low. I know you were probably going for a more realistic treatment, but leveling the playing field by slinging a few missiles was by far the best way to survive a few of those missions...unfortunately, by the time at which I needed to do so, I had usually run out of them. I wound up just cheating myself invulnerable during one mission, just because I didn't feel like putting up with the hassle of half a dozen fighters constantly taking potshots at me anymore.
--One big thing that wore on me over the course of the campaign was how little changes from the player's standpoint. You're always flying the same ship, using just about the same exact weapons, shooting the same few enemy types in mostly straight-firefight missions, and almost all of them take place in the same murky "hurricane" environment where you can't see anything that's going on. Without a compelling story to back it up, that severe lack of variety really hurt things.
--As for the last mission...like someone mentioned earlier, it isn't really explained at all what the player is supposed to do, though the mission ended fast enough that it didn't really matter for me anyway. The big development barely mentioned in the briefing really needed to be expanded on, preferably by something like a command briefing, or maybe even a cutscene. Also, the big twist in-mission was almost laughable in how sudden it was.
Overall, this release left me genuinely disappointed more than anything else. I'm convinced that there's a truly great campaign buried somewhere in here, based on the backstory and the mods, but it's being trampled by all of the in-mission issues, some of which are practically game-breaking. A lot of the points I raised seem to me like things that could and should have been caught in playtesting. I really hope that a few of the team members take the time to read through this thread and respond to some of these comments.